Kazuato
[quote:1uv4t38v]sorry i forgot to mention that you get to choose a new plot each turn, the turn structure goes like this:
-players acquire plots of land.
-players then pick up a mule (gull)
-players then equip the mule(gull) with a resource
-players take mule (gull) to their chosen plots
-the mules (gulls) stay in the plots and produce more of their equipped resource
-the players end this stage by entering a building (pub)
-the next stage begins in which the players take turns buying and selling resources from one another
-the turn then ends and the process is repeated beginning with each player selecting a new plot whilst continuing to own the plots from previous turns.
No Problem mate,
Since we now have a clear view of what you trying to do then the Answer to your Original question will be (Arrays or Sprites) and since you mention earlier that you need to learn Arrays I will recommend you (Sprites as a Tile) because you can add variables & booleans as you need and is much easier to control, for the size of the Land area you don't need many Tiles
Here is a Demo Capx : https://www.dropbox.com/s/1gtbbw209dcilqf/NpcPlotSelector2.capx?dl=0
Now on this Capx at the end of every cycle waits 3 seconds and goes directly to the next cycle where they can choose again Land, I left it like this intentionally so you can Debug and see how it works and to check how they chose new Lands without selecting the already Owned from previous Cycles, and the other reason so you can add your own Logic on top of it other ways you will not learn.
I didn't comment it because I put names to the (Variables, Booleans, Functions & Timers) that they explain by them selfs so it should be easy to follow
-if you don't wanna use Overlap for the "selector" check my first capx, there I did it without Overlap and copy it
Now since you already have you Logic it should be very easy to adapt it to your needs
Example:
New Cycle Starts
(Acquire plots)
-players acquire plots of land.
-at the End of this cycle when the 4 Players choose Land instead to wait 3 secs and go to Next cycle change it
to go to (mule (gull)) you need probably a boolean "MuleGull" so is easier to split the States from (Acquire plots) to (MuleGull)
On (MuleGull)
-players then pick up a mule (gull)
-players then equip the mule(gull) with a resource
-players take mule (gull) to their chosen plots
-the mules (gulls) stay in the plots and produce more of their equipped resource
-the players end this stage by entering a building (pub)
-the next stage begins in which the players take turns buying and selling resources from one another
-the turn then ends and the process is repeated beginning with each player selecting a new plot whilst
continuing to own the plots from previous turns.
-Go to (Acquire plots) Again and so on
Looks pretty easy you cant get lost,
Last Thing
You Mentioned about the turns to choose Plot will be changing constantly at the End of each Cycle, depending on some Variables example Points etc......
I added a Variable for that too >> Var "MyTurnTo_PlayIs"
it should be as simple as adding a New Variable called however you wish, example "Points" then before you send them to (Acquire plots) do the assign (Turns to Play )
Example
Create a Local Var "Positions" = 1
For Each Order
Sub: Pick "NPC" Family >> How you wanna order? enter by >> NPC.Points >>Then Descending
Actions>>Set NPC >>To the Local Var "Positions"
Then Add 1 to Local Var "Positions"
This will assign the turns to play from the NPC that have the highest "Points" which will be = 1 Turn to the Lowest which will be = 4
One more Last Thing
a friendly advice, the Next time you asking for help try to go straight to the Point, think what you need before you posting, write it down if you have to, don't add any extras that are unnecessary, clear, precise and as simple as possible, other ways will be like a guessing game were you lose time and the people that trying to help swell making Capx & Examples that after they going to the trash which they took some time to make